The master of all cooks is in town! Everybody is lining up for what will be the most extreme experience they ever had! Cook them the meal of their life, but do it quickly! Throw together ingredients and send them straight in the mouth of the client or in the pan and THEN make them ballistic!
Detailed instructions:
- Drag and drop ingredients from the right to either the client or the pan - The ingredients then break up in the composing tastes: Sweet, Sour, Bitter, Savory, Cool, Spicy, Dry, Salty. - The sum of the tastes in the pan and in the stomach are your score. These values are displayed in the stomach and the pan on the right. - The client minimum score requirement it's displayed in the flag on the right. - The clients likes, dislikes and resistances are displayed at the left of the client. These modify your score: if the client doesn't like Sweet, all Sweet tastes count negatively, if he likes them they count double and if he's resistant they count nothing. - If you satisfy the client, the next client will require 10 more flavor, if you don't he'll require 10 less.
Oooh very interesting concept! I liked trying to figure out what foods made what tastes; doing it in a limited time was more difficult than I expected! The art is also really charming, awesome work! :)
The idea was cool, having 10 seconds to make a meal was a good combo of stressful. But I have no idea how to play even after reading the instructions, some indicator on what food makes what ingrediants would be nice. And when I click an ingrediant it forces me to put it in the pan. Pretty cool idea and art!
Cool idea, and it works with the theme. I found it too hard to keep track of the tastes of each ingredient and was overwhelmed by the number of ingredients to keep track of. A couple of possible ways it could be improved: - difficulty progression: don't start with all ingredients at once but instead add one per round - easy/tutorial mode: show the included tastes with each ingredient.
I found the art a bit difficult to parse. Maybe a label underneath the drawings, or on hover would help with that. I couldn't figure out if there was a way to deselect items after selecting them, but that would have been really helpful.
As already suggested before, it might improve things a bit if there were some way to gradually be introduced to ingredients.
Also what happens when we click with selected ingredient on customer instead of a pan? By animation I think he... eats it from our hands? Or we throw it away that way?
Awesome Game. Enjoyed the overall concept and gameplay. really enjoyed the 10 seconds factor you implemented in the game. A little more work from the SFX sides would have done wonder. To be honest, my opinion might ne a little biased here, cause I am a fan of these kind of games but still given the fact it was a jam, Good job and great efforts, keep it up. Please do check out my submission as well.
L
LDJam user 020 Oct 2022, 12:18
Concept is interesting, but I could not figure it out very well. It's not always easy to figure out what the client wants, and there's plenty of ingredients that end up on the left that do not match the client's likes, dislikes, or resists at all, so I was extremely confused as to what was going on.
I find the concept interesting but unfortunately, even after reading the instructions twice I didn't clearly understand how to play correctly. And particularly, the difference between putting stuff in the pan or directly in the client stomach.
Comments12
- difficulty progression: don't start with all ingredients at once but instead add one per round
- easy/tutorial mode: show the included tastes with each ingredient.
Towards the end, the challenge becomes how fast you can drag rather than strategy, perhaps a click control might be better.
Thanks for the game !
As already suggested before, it might improve things a bit if there were some way to gradually be introduced to ingredients.
Also what happens when we click with selected ingredient on customer instead of a pan? By animation I think he... eats it from our hands? Or we throw it away that way?
One big input issue -- I couldn't put an item down after picking it up. Sometimes I'd realize I grabbed the wrong thing a moment too late.